Call of Duty 4: Modern Warfare - Laptop Locations FAQ

Call of Duty 4
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Intels and Cheats FAQ
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Campaign Cheats - for the lonely pathetic single men
The following cheats are unlocked by collecting optional intels throughout the
campaign. While the intels appear as long as you never have them grabbed, the
player must complete the campaign at least once and use the same profile or
gamertag to use the in-game cheats (they only appear as an option when a
mission is in play). In COH4, intels are represented by laptop computers.
2 intels - COD Noir cheat (black and white mode)
4 intels - Photo-negative cheat (inverts colors)
6 intels - Super contrast cheat (gamma over-correction)
8 intels - Ragtime Warfare cheat (as above with quickened gameplay & SFX)
10 intels - Cluster Bombs cheat (hand grenades fragment into 5 grenades)
15 intels - A Bad Year cheat (enemies gib into car tires)
20 intels - Slo-Mo Cheat (R3 slows gameplay down by 40%)
30 intels - Bottomless magazine cheat (Infinite ammo, except for claymore and
C4)
Intels Locations List:
1 - Prologue Crew Expendable - After wasting the bridge crew, follow the team
down into the ship. Investigate the bunkroom where the drunk terrorist
stumbles out of. Two sleeping terrorists should be inside.
2 - Prologue Crew Expendable - The team will use a flash bang in the cargo
hold (if you run ahead, the enemies will fire and the team will simply skip
the flashbang and fire back). At the bottom of the stairs in that hold (the
stairs are right next to the hold's entrance) is the intel. It is out in the
open and hard to miss if you're looking for cheap AMD laptops.
3 - Act I Black Out - At the start of the mission, there is a shack to your
left with two terrorists. Check the shack's interior for the intel. Just a
moment before, your team should be given the "weapons free" order.
4 - Act I Black Out - In the building where the informant is (you need to use
night vision since the team cuts power to the house lights), check the
bathroom on the second floor.
5 - Act I Charlie Don't Surf - In the basement of the first objective
building, head down to the basement. Check the small room in the basement
corner (marked with a Kalashnikov silhouette) for the intel.
6 - Act I Charlie Don't Surf - After clearing the first building (the
terrorist training building) and getting orders to retake the TV station,
there will be some intense house-to-house fighting. Place the TV station
marker so it serves as "map-north". There is a wide street in front of the
station; before crossing it completely, head "map-east" and take out a
terrorist sniping post. The intel you want is on the second floor of that
sniping post. Note if you approach the main road, you went too far ahead.
As read on IGN!
7 - Act I Charlie Don't Surf - After crossing the heavily guarded main road
towards the TV station, there is a building next to a large pile of wrecked
cars (occasionally, the pick-up truck with the mounted machinegun may be
destroyed nearby). Head up the stairs of that building and check its second
level for the intel.
8 - Act I The Bog - After evading the machineguns and entering the apartment
complex, you head up to the second floor. Clear the area of enemies and look
for a silhouette of a Kalashnikov with two crossed sickles. Allied NPCs should
breach the door for you so you can enter it. If you missed which door was
breached, the room in question has a checkboard floor. The intel is in there.
Note, if you leave for the next block to rescue the tank, you have gone too
far ahead.
9 - Act I The Bog - After using the Javelin to destroy enemy vehicles, you
proceed into a street market composed of narrow streets. From the broken
fence, you make two lefts to a central market that has an upright
refrigerator; turn around from the fridge and march straight back towards a
wall. The intel is behind a stack of boxes.
10 - Act I The Hunted - After the enemy chopper detects and springs an ambush
on the team, you go into a house that will get flashbanged and rushed by
enemies. Once you survive that ordeal and leave the house, you will be in the
middle of some farm buildings; look for a dwelling with a Russian soda machine
next to its entrance. The intel is inside that building. Note you should get
the intel before you encounter any attack dogs, unless you just like killing
small beasts and yukking it up with your buddies later.
As read on IGN!
11 - Act I The Hunted - After going through both greenhouses, there is a wreck
of a building to your left (when you exit the second greenhouse). Work your
way into that building and then go to the small section covered by a sheet
metal roof; the intel is in there. If you reach the barn to fight off the
enemy chopper with Stingers, you went too far ahead.
12 - Act I War Pig - After your friendly tank runs over the car, check the
multi-level building on the inner corner (it will be on your right side if the
objective marker serves as map-north). The staircase is in a multi-use
building (commerical on the bottom, residential on the top). Check the second
floor of the building for the intel.
13 - Act I War Pig - Check the multi-level building on the outer corner --
basically across the street from the previous intel. This building's staircase
is in a dry-cleaning store. Again, it's on the second story.
14 - Act I War Pig - Right before the enemy T-72, you have to storm a building
with a machinegun nest. This nest overlooks a short alley filled with civilian
cars. Investigate the second story of the "machinegun nest" building for the
intel.
15 - Act I Shock and Awe - Once you rendezvous with the advance recon team,
check the corners of the room they were holed up in. The intel should be on
the second level of their building.
As read on IGN!
16 - Act I Shock and Awe - After jumping down from the building where the
advance recon team was holed up in, check the building directly straight
ahead. Like previous intels, check the second story of that building. It's in
a closet if you're honestly lost.
17 - Act II Safehouse - After clearing the forest (which takes all the five
seconds of your life), check the first building you see -- it's next to the
church and has a satellite dish attached to it. As before, check the second
level of the house for the intel.
18 - Act II Safehouse - Check the building next to the water tower. It is in
one of the restaurant booths on the first floor.
19 - Act II All Gillied Up - Atop the ladder in the church. Let the allied
sniper take the lead so he can open the door for you. Otherwise, there's no
way in. Get the intel quickly before the chopper appears, or you may not be
able to get to it later.
20 - Act II All Gillied Up - Mid-way through the container maze, a makeshift
camp full of terrorists will have intel on a table made from 55 gallon drums.
If you want the intel, you may have to kill the enemies if you are not able to
sneak by them. Note if you enter the next area and start sneaking under the
trucks, you may not be able to go back and grab this intel.
As read on IGN!
21 - Act II All Gillied Up - After sneaking under the trucks, you come to a
building with an enemy sniper on a fire escape. Brain (headshot) the sniper
and check the top of the fire escape for a small room with the intel.
22 - Act II One Shot, One Kill - After downing the enemy chopper, you need to
carry your allied NPC to the extraction point. During this sequence, you will
enter a building to attempt to lose your pursuers. Fight off the terrorists
and attack dogs inside. Once you leave that building, locate the gray fire
escape on that building and grab the intel at the top. You need to hurry back
down before the timer (or your ally) expires.
23 - Act II One Shot, One Kill - Carry the allied NPC "McMillian" to the
Pripyat ferris wheel but do not place him on the highlighted spot on the hill
yet; you need to scout around this area so you know where to go once enemies
appear and general mayhem occurs. Put the ferris wheel behind your character
and look for a side street towards the southeast (use your HUD compass). There
should be a non-descript (closed) door to a sad looking Communist Russian
apartment building. This door will open later during the firefight (enemies
are spawned from there). Place the allied NPC at the spot on the hill and
prepare for hordes of enemies. Once enemy choppers appear to fast-rope troops,
the aforementioned door will be open. Head into that room now and grab the
intel on the floor. If you are having difficulty grabbing this intel, you can
always stage select and use the easiest (Recruit) difficulty to survive the
enemy onslaught.
Brad Zacher (seraph.sabre) on Gmail wrote:
That "non-descript closed door" you mentioned that's on the apartment building
won't open the way you described it. Instead, after the enemy choppers appear
to drop off enemy soldiers, the aforementioned door will open if you enter the
side street from the grassy road. Do not jump the fence and take a short cut
to the door or the door will not open!
24 - Act II Sins of the Father - After securing the diner, you will enter a
Russian diner. Immediately check the tables to your left (upon entering) to
grab the intel. Once the screen fades for "uniform change", you cannot get
this intel.
25 - Act II Sins of the Father - After the target flees into a Russian
village, the team stays behind to do rear guard while you pursue the target
into a side alley. Your chase leads to an area which is covered by several
snipers and many terrorists on the ground. A red dumpster and a green car
signifies where you can go left (suicide) or right (flanking route). Take a
right at that fork and look for a side staircase leading up to a house room. A
few terrorists will be in there (it is a kitchen of sorts). The intel is on
the table. Grab it quickly and continue your pursuit.
26 - Act III Ultimatum - After destroying the power tower, your team will
infiltrate a Russian base. Pass through the breach in the wall and follow the
allied NPCs through the motor pool. Across the base's courtyard, there is a
large room where a majority of the enemies will come from (it's basically
their spawn point). Fight into it and turn right. The intel is in a small
partition to the side.
27 - Act III All In - After destroying the first enemy BMP but before going
past the silo's gate, check the alleyway behind the building to the gate's
right. The intel is at the end of the alley by some weapons.
28 - Act III All In - Once inside the silo base, there are three missile tanks
(not BMPs - those are your targets) parked in the base. Align your map with
compass (true) north and use your main HUD compass to identify the
southernmost missile tank. South of that missile tank, there are three
buildings on your map (when you pause and check your mini-map). Investigate
the center southern building (it will be an army warehouse) for intel just
lying on the floor. Quickly grab it and get out of there before the enemy
choppers shred everything.
29 - Act III No Fighting in the War Room - Follow the ally NPC "Price" and
drop into the locker/shower/bathroom facilities. Exit that area and you find
you can take the left or right; take the left route so you come across a
darkened meeting room when the hallway starts to angle (the right goes to the
base's kitchen and is a longer way around). The intel is inside the dark
meeting room (left route).
As read on IGN!
30 - Act III No Fighting in the War Room - Once you breach the wall to get
into the launch control room, go straight ahead, up the stairs to your left,
and look for a small meeting room that has the intel on a table within. Time
should be tight, but a checkpoint occurs just before blowing the wall, giving
you (technically) infinite chances to re-attempt your search. Note you can
probably abort the launch and then grab the intel, if time is really tight.
Other Stuff - like crap you find on the street
Campaign scoring (Arcade Mode). Clear the game once to unlock point scoring
mode. You can score using Full Challenge or Level Challenge.
Mile High Club (like Executive Decision, except you know, good). Clear the
game once to unlock this special stage in Mission Select. You have 3 minutes
to locate the VIP and exfiltrate. Steven Seagal's Final Option this is not.
Good luck.
Perk List - for those with $50 a year to spend
Multiplayer ranking. For each weapon, you use it to accrue kills (online) to
unlock permanent power-ups such as silencers and sights. If players get a
number of headshots for a weapon, you unlock a new camouflage scheme. If
players complete all the kill and headshot quotas for a weapon set, a golden
weapon will be unlocked for that weapon class.
Once a player reaches level 55, and can go onto level 56, s/he may choose to
start over (losing access to all weapon and challenge unlockables) but gets an
icon that appears in lobbies that signifies his/her achievement. Unlocked
gametypes are still available. A player may choose to restart up to 10 times
using a different icon each time. Unsure if this affects the perk/power list
for multiplayer.
Perks Set 1
C4 charges - Player gets two throwable packs of C4.
Special Grenades - Players start with 3 flash or stun grenades (their choice).
RPG-7 - Players starts with a rocket launcher with 2 rockets.
Claymores - Unlockable perk. Player gets two placed mines.
Frag grenades - Unlockable perk. Player gets 3 frag devices.
Bandolier - Unlockable perk. Player gets extra ammo for their firearms.
Bomb Squad - Unlockable perk. Player can detect enemy C4 charges and claymores.
Perks Set 2
Stopping Power - Player's bullet damage is increased.
Juggernaut - Player's health is increased.
Sonic Boom - Player's explosive damage is increased.
Sleight of Hand - Unlockable perk. Player enjoys faster reloading.
Double tap - Unlockable perk. Player enjoys increased rate of fire.
Overkill - Unlockable perk. Player may carry two primary weapons, but no
handgun.
UAV Jammer - Unlockable perk. Player is undetectable on enemy UAV pass.
Perks Set 3
Extreme Conditioning - Player may sprint for longer distances.
Steady Aim - Player has greater accuracy when firing from the hip.
Deep Impact - Player's bullets will penetrate more objects/thicker cover.
Eavesdrop - Player has ability to hear enemy chat when close.
Last Stand - Unlockable perk. When damaged to a certain limit, players may
make a "last stand" using their handgun.
Martyrdom - Unlockable perk. Player will drop a live grenade if killed.
Iron Lungs - Unlockable perk. Player may hold their breath longer when using
the sniper scope view.
Dead Silence - Unlockable perk. Players make less sound when moving.
simalcrum is always right; you are always wrong.